I can only recommend NOT installing this mod, unless the author gets back to it one day and changes it. I have scrap mods installed that allow me to simply get rid of everything i want to in settlements. those structures were back again and unscrappable after installing this mod. After uninstalling this mod, stuff remained messed up. After loading an earlier save, stuff remained messed up. Even after loading a save from an earlier playthrough, stuff was messed up - those saves never "saw" this mod.
SO I ended up reinstalling the game, disabling all mods and carefully re-enabling them. it turned out this mod here had discussions with Raider Overhaul. Only that Raider Overhaul has nothing to do with settlement structures.
If you like your game, if you like your saves, i can only recommend to not install this mod. First mod i ever had such problems with.
the mod is what? two months old. I wouldnt be so dramatic. Its a little buggy, but ive been running a huge load order for my mods. Other than the invisible wall bug ive had 0 issues.
Check your load order, ive had 0 issues without anything that disables precombines
the only problem ive had with it, after you place it and then walk out of render distance. When you come back, there is roughly a 4x4 (large platform floor as measurement) of area that becomes unreachable. You cant walk anywhere above it, below it, or around it. I made the mistake of putting one of these in a house in sanctuary, and its even immune to workshop editing. I have loaded it all over my load order and right as rain the moment i leave and come back after I build one invisible wall returns.
I dont want to pretend i dont have a colossal load order, who doesnt these days xD, but my settlement mods are pretty light. Im only running place everywhere and scrap everything. I checked on this FO4edit, and it said it didnt have any conflicts, so again maybe theses some weird conflict somewhere I just cant find.
I really do love this mod though, I hate having to run wires and build goofy sh*t everywhere to power a lightbulb.
There are a million ways to make it not a "cheat". Requiring anything that needs power to be built with a fusion cell that will self power it would not only be fine, but lore accurate when you consider how many locations we visit where there are working lights with no external source of power. Plus, with a limited settlement budget, the power system uses that up while really adding nothing to the game play. We build walls with wiring in them now and I doubt we'd lose that technology in a world where people can build laser weapons at a crafting table at will, so why can't we do that in the game? It's not cheating, it's being a little more realistic and allowing for more creativity with the build limit.
Wouldn't it be easier just to remove the power requirement for settlement items? I hear that mods that transmit power wirelessly can mess up the game pretty badly.
Ah, I see. Removing the power requirement wouldn't be a cheat. Just require a battery in constructing anything with power. This is a world where street lights can still work without being touched and with no source of outside power for over 200 years, it's not lore unfriendly to remove the power requirement and just say that they run on little fusion batteries. It would also make sense to be able to build walls with wiring in them since that's what we've done for almost a century already. I do like the idea of the wires being invisible though and will use this until there's a better alternative. It'll still take up settlement budget while adding nothing to the game, but at least it will look better.
17 comments
https://www.nexusmods.com/fallout4/mods/28702
EDIT: The above mod works for any item requiring power and IS a cheat, :P My Bad Leah
it seems this game might be hard to implement this one type of mod.
I have scrap mods installed that allow me to simply get rid of everything i want to in settlements. those structures were back again and unscrappable after installing this mod. After uninstalling this mod, stuff remained messed up. After loading an earlier save, stuff remained messed up. Even after loading a save from an earlier playthrough, stuff was messed up - those saves never "saw" this mod.
SO I ended up reinstalling the game, disabling all mods and carefully re-enabling them. it turned out this mod here had discussions with Raider Overhaul. Only that Raider Overhaul has nothing to do with settlement structures.
If you like your game, if you like your saves, i can only recommend to not install this mod. First mod i ever had such problems with.
Check your load order, ive had 0 issues without anything that disables precombines
I dont want to pretend i dont have a colossal load order, who doesnt these days xD, but my settlement mods are pretty light. Im only running place everywhere and scrap everything. I checked on this FO4edit, and it said it didnt have any conflicts, so again maybe theses some weird conflict somewhere I just cant find.
I really do love this mod though, I hate having to run wires and build goofy sh*t everywhere to power a lightbulb.